Bottomswell
Bottomswell is the boss fought immediately after entering the town beneath Junon.
Stats
Level | HP | MP | ATK | Magic Atk | Defence | Magic Def | Dex | Def % | Luck | Exp | AP | Gil |
---|---|---|---|---|---|---|---|---|---|---|---|---|
23 | 2500 | 100 | 42 | 30 | 36 | 96 | 69 | 1 | 0 | 550 | 52 | 1000 |
Elements
Earth: 0%
Gravity: 50%
Wind: 200%
Drops
Power Wrist (100%)
AI Script
Setup
Turn off Death Handling for Bottomswell
TempVar:HitsTilNextStage = 6
Bottomswell's Range = 16
Main
TempVar:AttackAll = 0
If (Bottomswell's IdleAnim == 1st Form) Then {
If (Count == 0 or 1 or 2) Then {
Choose Random Opponent
Use Tail Attack on Target
Count = Count + 1
} Else {
1/3 Chance:
{
TempVar:AttackAll = 1
TempVar:ChosenAtt = Tail Attack
}
2/3 Chance:
{
Choose Random Opponent with Highest HP
Use <Bodyblow> (Low Hit% Version) on Target
}
Count = 0
}
} Else If (Bottomswell's IdleAnim == 2nd Form) Then {
If (Count == 0) Then {
TempVar:AttackAll = 1
TempVar:ChosenAtt = Moonstrike
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent with Highest HP
Use <Bodyblow> (High Hit% Version) on Target
Count = 2
} Else If (Count == 2) Then {
Choose Random Opponent
Use Moonstrike on Target
Count = 3
} Else {
If (Stage < 1) Then {
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 1st Form
Count = 0
TempVar:HitsTilNextStage = 6
} Else {
Choose Random Opponent
Use Moonstrike on Target
1/2 Chance: Count = 0
1/2 Chance: Count = 1
}
}
} Else {
If (Count == 0) Then {
TempVar:Group = Opponents (incl. Dead) with neither Death nor
Imprisoned Status
If (TempVar:Group has more than one Opponent) Then {
TempVar:PoloTarget = Choose Random Opponent in TempVar:Group
} Else {
TempVar:PoloTarget = [2040]
}
If (TempVar:PoloTarget != [2040]) Then {
Choose TempVar:PoloTarget
Use <Waterball> on Target
Remove Death Status from Waterpolo
Activate Waterpolo
Waterpolo's HP = Waterpolo's Max HP
Waterpolo's Physical Immunity = On
}
Count = 1
} Else If (Count == 1 or 2) Then {
Count = Count + 1
} Else If (Count == 3) Then {
If (Stage < 2) Then {
Choose Self
Use <Chill> on Target
Bottomswell's IdleAnim = 1st Form
Count = 0
TempVar:HitsTilNextStage = 6
} Else {
Choose All Opponents
Use Big Wave on Target
Count = 4
}
} Else {
If ((At Least One Opponent has Imprisoned Status)
& (At Least One Opponent has Death Status)) Then {
Count = 1
} Else {
Count = 0
}
}
}
If (TempVar:AttackAll == 1) Then {
If (2nd Opponent doesn't have Death Status) Then {
Choose 2nd Opponent
Use TempVar:ChosenAtt on Target
}
If (1st Opponent doesn't have Death Status) Then {
Choose 1st Opponent
Use TempVar:ChosenAtt on Target
}
If (3rd Opponent doesn't have Death Status) Then {
Choose 3rd Opponent
Use TempVar:ChosenAtt on Target
}
}
Counter - General
If (Bottomswell's HP <= 50% of Bottomswell's Max HP) Then {
Stage = 2
TempVar:HitsTilNextStage = 0
} Else If (Bottomswell's HP <= 75% of Bottomswell's Max HP) Then {
Stage = 1
TempVar:HitsTilNextStage = 0
} Else {
Stage = 0
}
If (Bottomswell's IdleAnim == 1st Form) Then {
Bottomswell's HurtAnim = 1
If (TempVar:HitsTilNextStage == 0) Then {
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 2nd Form
Count = 0
TempVar:HitsTilNextStage = 6
If (Stage == 2) Then {
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 3rd Form
Count = 0
TempVar:HitsTilNextStage = 3
}
} Else {
TempVar:HitsTilNextStage = TempVar:HitsTilNextStage - 1
}
} Else If (Bottomswell's IdleAnim == 2nd Form) Then {
Bottomswell's HurtAnim = 7
If (TempVar:HitsTilNextStage == 0) Then {
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 3rd Form
Count = 0
TempVar:HitsTilNextStage = 3
} Else {
TempVar:HitsTilNextStage = TempVar:HitsTilNextStage - 1
}
} Else {
Bottomswell's HurtAnim = 13
}
Counter - Death
Choose All Opponents
Use Big Wave on Target
If (At Least One Target is Imprisoned) Then {
Choose All Targets with Imprisoned Status
Remove Imprisoned Status from Target
}
Choose Self
Use <Vanish> on Target
Remove Waterpolos